tommah
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Post by tommah on Mar 24, 2011 17:44:50 GMT -5
**UPDATE**Force Lightningto "Do it Yourself"in items.txt
cSprayItem force { ActionButton0 = "PLAYERBUTTON_SPRAY" ActionDesiredAnimState0 = "ANIMSTATE_SPRAY" ActionTargetCrawlerOnly6 = "false" AnimationAttackName3 = "male_attack_flamethrower_light" AnimationChooserValueForHand = "11" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "47" AnimationChooserValueForWalkRun = "0" AnimBankName = "SprayPaint" AssetFilename = "force" AttachPropToBoneType = "0" AttackDamage0 = "1" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.04" CollisionType = "3" ComboBlendDuration0 = ".05" ComboBlendXZToUse0 = "2" ComboBlendYToUse0 = "2" DisplayName = "50341" DR2 = "true" DR2PRO = "true" Durability = "9999" FatalHitReaction0 = "HITREACTION_WEAPON_SLICE_VERTICAL" Friction = "10" HandlingStyle = "0" HitReaction0 = "HITREACTION_LIGHT_STAGGER" IconFilename = "w_spraypaint" Impulse0 = "5" InteractDistance = "1.4" InventoryInteractionType = "0" Is_Humour = "true" IsWeapon = "true" LoadDistance = "25" MaxDamageDealtPerAttack = "20" MaxProjectileDamage = "5" ProjectileFatalHitReaction = "2" ProjectileHitReaction = "52" PropAudioType = "1024" PropEffectLocator0 = "16" PropEffectLocatorIndex0 = "0" PropEffectsOnCondition0 = "5" PyroEffect0 = "213" RequiredComboSeqCounter0 = "0" ResetComboSeqCounter0 = "false" ResetComboSeqCounter1 = "false" ResetComboSeqCounter2 = "false" Restitution = "0.05" Reticle_ActiveInRangeMode = "true" Reticle_ActiveInThirdPerson = "false" Reticle_Type = "3" SpraySupply = "9999" SurvivorWeapon = "true" ThrowAngleDegrees = "7.5" ThrowEffectAudio = "0" ThrowEffectOnVictim = "17" ThrowForce = "12" ThrowSpin = "5,0,0" UnlimitedDurability = "true" VibrationPattern0 = "3" WeaponCanSliceLimbs = "false" WeaponType = "1" Weight = "25" cWeaponAimWarperInfoItem sp_aiminfo { HasPivots = "true" MaxRotationLeft = "1.5" MaxRotationRight = "1.5" RotationSpeed = "4" TargetHeight = "1.5" } }
in safehouse.txt
cItemPlacement force { Itemname = "force" Location = "-18.7,-4,-2.5" PropState = "-2" Rotation = "0,0,1,0" }
Mega Man (updated: 9/9/11) Model and BusterPic*NOTE* This model will remove the right hand of chuck so that it works with the Buster better! in items.txt
cFirearmItem realbuster { AchievementCategory = "3" ActionTargetCrawlerOnly6 = "false" AimIKLeftAngleLimit = "50" AimIKRightAngleLimit = "30" AnimationChooserValueForEnhancedAnims = "1" AnimationChooserValueForFirearms = "2" AnimationChooserValueForHand = "11" AnimationChooserValueForIdle = "0" AnimationChooserValueForJump = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForWalkRun = "0" AssetFilename = "realbuster" AttachPropToBoneType = "0" AudioActionBits = "256" AudioFilename = "fx_sbfg" AudioItemName = "SBFG" AudioUnloadDeferralTime = "3" BaseBulletDamage = "500" CanBePlacedOnZombie = "false" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionType = "3" DisplayName = "50830" DR2 = "true" Durability = "15" EffectOnImpact = "0" EffectOnVictim = "123" EjectRagdollUpInTheAir = "true" FatalHitReaction = "83" FiringRate = "3" Friction = "25" HandlingStyle = "3" HitReaction = "83" IconFilename = "w_bfg_super" Impulse = "5" InteractDistance = "1.3" InventoryInteractionType = "0" IsAutomatic = "true" IsBurstGun = "false" IsWeapon = "true" LoadDistance = "50" LocatorOrientationOffset = "0.000,0.000,0.000,1.000" LocatorPositionOffset = "0.000,0.000,0.000" MaxBulletDistance = "0" MaxBulletsPerClip = "0" MaxPelletSpread = "0" NumPelletsPerShot = "0" PropEffectLocator0 = "16" PropEffectLocatorIndex0 = "0" PropEffectsOnCondition0 = "25" PyroEffect0 = "224" PropEffectLocator1 = "16" PropEffectLocatorIndex1 = "0" PropEffectsOnCondition1 = "0" PyroEffect1 = "80" PropEffectLocator2 = "16" PropEffectsOnCondition2 = "0" PyroEffect2 = "215" RequiresReload = "false" Restitution = "0.08" RestrictedByRegion = "false" Reticle_ActiveInRangeMode = "true" Reticle_ActiveInThirdPerson = "false" Reticle_Type = "3" SkillRequired = "0" SurvivorHandlingTwoHands = "false" UnlimitedDurability = "true" VertOffsetFromHandToMuzzle = "0.1" VibrationPattern = "10" WeaponType = "15" Weight = "20" cGunProjectileInfoItem realbuster { DR2 = "true" PropToShoot = "nothing" Support = "true" } }
in safehouse.txt
cItemPlacement realbuster { Itemname = "realbuster" Location = "-18.7,-4.5,-2.5" PropState = "-2" Rotation = "0,0,1,0" }
Been looking for a way to get Mega Man into the game for a while... Decent results, let me know if you can think of any improvements and I might use them. Download Link is on the first post of this thread
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tommah
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Post by tommah on Mar 23, 2011 15:01:36 GMT -5
GREAT... I figured it was something stupid and easily looked over... I've done that a hundred times
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tommah
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Post by tommah on Mar 23, 2011 11:57:38 GMT -5
I doubt it's in-game... I use paint.net not photoshop but it sounds like you did everything right in there... the only thing I can think about is possibly you just messed up with the header in hex editor.... I would just try it again.
that's my guess anyway
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tommah
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Post by tommah on Mar 23, 2011 8:57:42 GMT -5
if you want to post the code on here I'll take a look at it... hard to pin point what went wrong
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tommah
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Post by tommah on Mar 22, 2011 22:55:31 GMT -5
immediately, like during the intro video before the "start Game" screen?
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tommah
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Post by tommah on Mar 22, 2011 21:44:05 GMT -5
absolutely, have fun.... I had to do the exact same thing cause I had a lvl 50 and got a corrupt saved game.
... also had to mod PP so that I got 50 levels in one kill.... mwuhahaha
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tommah
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Post by tommah on Mar 22, 2011 17:47:25 GMT -5
it would be a little tough to work off of that that outfit is a bit jumbled around (hard to explain)... I meant use the same pieces but start from scratch...If that makes sense.
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tommah
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Post by tommah on Mar 21, 2011 15:14:02 GMT -5
I suppose it possible to make something LIKE Wesker, as long as you aren't picky cause it wouldn't be super "professional" looking... HERE is a sort of Gambit model I did that I suppose wouldn't be too different. (click on the spoiler button to see pic) Let me know
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tommah
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Post by tommah on Mar 21, 2011 12:56:09 GMT -5
The trench coat is the only problem out of all that, there's only 3 trench coats in the game (you have to use what is already in the game) and each model that they are attached to is VERY skinny.
I've tried using a trench coat and whereas it looks decent, there's a good amount of clipping :-\
sorry, if you're really set on it feel free to work on it on your own. I wouldn't completely rule out ANYTHING In this game.
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tommah
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Post by tommah on Mar 20, 2011 12:43:55 GMT -5
for anyone interested, I used the info from roadtripz about this duffel bag to put it into the game and make it a usable item HERE
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tommah
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Post by tommah on Mar 20, 2011 12:38:35 GMT -5
good questions and a surprising very easy answer/mod that you would be able to do yourself.
1.Unpack datafile.big 2. open items.txt 3. search for "cmoneyitem"
there's about 6 cmoneyitem entries and these are the values for the money you pick up or win with gambling.
for example, if you want TONS of money all you have to do is change the "Amount" number underneath "cMoneyItem OneHundredDollars" to say.... 10,000,000. Now every time you pick up $100 laying on the floor, you will instead get $10,000,000.
Hope this helps!
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tommah
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Post by tommah on Mar 19, 2011 12:28:12 GMT -5
actually no... the default outfit loads the jacket and jeans. But you could replace the whatever outfit you want with the chest_default files if you want an outfit with the jacket
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tommah
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Post by tommah on Mar 19, 2011 10:23:30 GMT -5
also, my Gas Mask Soldier is very close to that anyway. It was a request and I worked off a photo of HUNK (whoever that is). I'm not too big on Resident Evil.
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tommah
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Post by tommah on Mar 19, 2011 7:33:56 GMT -5
yea, I was hoping for more capcom game references... oh well, that's the beauty of modding
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tommah
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Post by tommah on Mar 19, 2011 7:31:07 GMT -5
No matter what outfit you put on, it is still broken down by chest, legs, hands, feet, and sometimes hands. But the game either separates them (letting you put on pieces of clothing) or one entire outfit. Like the Tir Outfit. But Even though the Tir Outfit is a full outfit and you can't break it down (cept the helmet) you can still change what parts of the outfit it will load.
For instance, if I wanted to replace the chest of the Tir Outfit with say, the Wet Suit. Then you would delete the files chest_tir_outfit.big and chest_tir_outfit.tex. Make a copy of the files chest_Surf_Wetsuit.big and chest_Surf_Wetsuit.tex (I think that's what they're called) and rename them to chest_tir_outfit.big and chest_tir_outfit.tex, this replaces the chest Tir Outfit files with the wetsuit.
Pack everything up, and when you put on the tir outfit it will load everything except the chest will now be the Wet Suit. Hands, Legs, and feet will still be the Tir Outfit.
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tommah
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Post by tommah on Mar 16, 2011 21:46:28 GMT -5
**UPDATE**I forgot who mentioned it, I think Tamaman... but anyway... I decided to actually work on it, I know its not perfect but its a fun little mod. LINKIn items.txt:
cPlayerWeaponItem link { AchievementCategory = "-1" AnimationChooserValueForHand = "8" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "43" AnimationChooserValueForWalkRun = "0" AnimBankName = "SwordShield" AssetFilename = "link" AssociatedMagazineType0 = "12" AssociatedMagazineType1 = "13" AudioActionBits = "256" AudioCollisionProfile = "1" AudioFilename = "fx_trainingswordshield" AudioItemName = "TrainingSwordShield" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" DisplayName = "50742" DR2 = "true" Durability = "20" Friction = "25" HandlingStyle = "0" InteractDistance = "1.4" InventoryInteractionType = "0" Is_Blocking = "true" Is_Blunt = "true" Is_Cliche = "true" Is_Humour = "true" IsWeapon = "true" LoadDistance = "35" MaxProjectileDamage = "50" Restitution = "0.01" RestrictedByRegion = "false" UnlimitedDurability = "true" WeaponType = "2" Weight = "30" cOverridePrimaryPropInfoItem wsword { PrimaryPropAssetName = "mastersword" }
cSecondaryPropInfoItem wshield { DR2 = "true" SecondaryPropAssetName = "hylianshield" Support = "true" } }
cPlayerWeaponItem hylianshield { AnimationAttackName0 = "male_attack_samurai_sword_a" AnimationChooserValueForHand = "8" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "43" AnimationChooserValueForWalkRun = "0" AssetFilename = "hylianshield" AttachPropToBoneType = "1" AudioActionBits = "256" AudioFilename = "fx_trainingswordshield" AudioItemName = "TrainingSwordShield" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" DisplayName = "50742" DR2 = "true" Durability = "20" Friction = "25" HandlingStyle = "0" InteractDistance = "0" InventoryInteractionType = "0" Is_Blocking = "true" Is_Blunt = "true" Is_Cliche = "true" Is_Humour = "true" IsWeapon = "true" MaxProjectileDamage = "0" PlayerInteractVisionAngle = "0" ProjectileFatalHitReaction = "34" ProjectileHitImpulse = "1" ProjectileHitReaction = "3" Restitution = "0.01" Support = "true" SurvivorWeapon = "false" WeaponType = "2" Weight = "15" }
cPlayerWeaponItem mastersword { AchievementCategory = "0" ActionButton2 = "PLAYERBUTTON_CHARGEATTACK_SHORT" ActionButton1 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton0 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton6 = "PLAYERBUTTON_QUICKRELEASE" ActionDesiredAnimState2 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState0 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState6 = "ANIMSTATE_BIKEATTACK" ActionRequiredAnimState6 = "ANIMSTATE_BIKEATTACK" ActionRequiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionTargetCrawlerOnly6 = "false" AnimationAttackChooserValue2 = "147" AnimationAttackChooserValue1 = "182" AnimationAttackChooserValue0 = "183" AnimationAttackName2 = "male_sword_a_2_to_8_360" AnimationAttackName1 = "1hand_a_rand_1" AnimationAttackName0 = "1hand_b_rand_1" AnimationChooserValueForHand = "8" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "43" AnimationChooserValueForWalkRun = "0" AnimBankName = "1hand_bank2" Arbitraty_Slice = "true" AssetFilename = "mastersword" AssociatedMagazineType0 = "8" AssociatedMagazineType1 = "12" AttackAudioAssetName0 = "BroadswordHitBody" AttackAudioAssetName1 = "BroadswordHitBody" AttackAudioAssetName2 = "BroadswordHitBodyBig" AttackAudioAssetName6 = "BroadswordHitBodyBig" AttackDamage0 = "125" AttackDamage1 = "125" AttackDamage2 = "125" AttackDamage6 = "125" AudioActionBits = "256" AudioCollisionProfile = "2" AudioFilename = "fx_battleaxe" AudioItemName = "BattleAxe" AudioUnloadDeferralTime = "1" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionType = "3" ComboBlendDuration0 = "0.2" ComboBlendDuration1 = "0.2" ComboBlendDuration2 = "0.1" ComboBlendDuration6 = "0.05" ComboBlendXZToUse0 = "2" ComboBlendXZToUse1 = "2" ComboBlendXZToUse2 = "2" ComboBlendXZToUse6 = "2" ComboBlendYToUse0 = "2" ComboBlendYToUse1 = "2" ComboBlendYToUse2 = "2" ComboBlendYToUse6 = "2" DisplayName = "50842" DR2 = "true" DR2EPI = "false" DR2PRO = "true" Durability = "40" EffectAudio0 = "3" EffectAudio1 = "4" EffectAudio2 = "4" EffectAudio6 = "4" EffectOnImpact0 = "280" EffectOnImpact1 = "280" EffectOnImpact2 = "37" EffectOnImpact6 = "280" EffectOnVictim0 = "280" EffectOnVictim1 = "280" EffectOnVictim2 = "280" EffectOnVictim6 = "280" FatalHitReaction0 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction1 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction2 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction6 = "HITREACTION_WEAPON_SLICE_VERTICAL" Friction = "25" HandlingStyle = "0" HandsForPickup = "1" HitReaction0 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction1 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction2 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction6 = "HITREACTION_WEAPON_SLICE_VERTICAL" IconFilename = "w_broadsword" Impulse0 = "1" Impulse1 = "1" Impulse2 = "1" Impulse6 = "1" InteractDistance = "1.3" InventoryInteractionType = "0" Is_Blunt = "false" IsWeapon = "true" LoadDistance = "30" MaxProjectileDamage = "125" ProjectileFatalHitReaction = "50" ProjectileHitImpulse = "1" ProjectileHitReaction = "13" PyroEffect0 = "0" RequiredComboSeqCounter0 = "0" RequiredComboSeqCounter1 = "1" RequiredComboSeqCounter2 = "-1" RequiredComboSeqCounter6 = "9" ResetComboSeqCounter0 = "false" ResetComboSeqCounter1 = "false" ResetComboSeqCounter2 = "true" ResetComboSeqCounter6 = "false" Restitution = "0.05" Reticle_ActiveInRangeMode = "true" Reticle_Type = "1" SurvivorWeapon = "true" ThrowAngleDegrees = "5" ThrowEffectAudio = "5" ThrowEffectOnImpact = "280" ThrowEffectOnVictim = "13" ThrowForce = "10" ThrowSpin = "20,0,0" UnlimitedDurability = "true" VibrationPattern0 = "5" VibrationPattern1 = "5" VibrationPattern2 = "5" VibrationPattern6 = "14" WeaponCanSliceLimbs = "true" WeaponType = "2" Weight = "15" cAttachedToZombieInfoItem bswd_attached_info { DamagePerSecondWhenAttachedToZombie = "60" PositionToStickTo = "2" StickableArea = "0" StickableAsProjectile = "true" StickArbitrarily = "true" }
cPrestigePointInfoItem bswd_prestige_info { AttackAnimChooserRequired0 = "2" AttackAnimChooserRequired1 = "1" PrestigePointsAwarded0 = "10" PrestigePointsAwarded1 = "10" RewardCondition0 = "2" RewardCondition1 = "2" } }
In safehouse
cItemPlacement link { ItemName = "link" Location = "-19.2,-4.3,-2.5" PropState = "-2" Rotation = "-0.000,30,0.000,1.000" } This sword is actually quite fun, took the animations from the machete and added the 360 attack from the broadsword... but you can still use the aim/attack of the training sword. **NOTE** you WILL need the anm_1hand_bank2.big file included in the download file Download link (no pun intended) on first post of this thread
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tommah
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Post by tommah on Mar 14, 2011 19:20:32 GMT -5
to be more clear on Kant's post... it's possible to SHOW the saber... but I have yet to find the actual saber productive as it only is place on the wheel pointing North (no matter where you face) with no "slicing" effect at the moment...
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tommah
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Post by tommah on Mar 14, 2011 19:01:25 GMT -5
No worries, I'm glad it's working so I can confirm it works on Steam... This truly helps my understanding on how each version runs, so thank you for commenting and I hope you enjoy the Free DLC
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tommah
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Post by tommah on Mar 14, 2011 10:26:01 GMT -5
couple of questions berekhalf: are you online/connected when trying this? If I recall in a different post of your's, you have the Steam version which is current untested (I only have retail version). If you aren't connected and it still isn't working and it crashes during the intro, then I would imagine that it has to do with your items.txt.... recheck that it is entered correctly in there...
If all that doesn't work then for some reason it probably just doesn't work with the Steam version... I'm currently working on getting it into everyone's game, but having problems putting the new animations into the game. If you want just the outfits, that's no problem
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tommah
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Post by tommah on Mar 11, 2011 15:51:31 GMT -5
can u help me to do this i already put it on infernal flame it is not working for me do i have to put it on the flamingswordandshield to ? here is my txt cPlayerWeaponItem FlamingSwordAndShield { AchievementCategory = "3" AnimationChooserValueForHand = "8" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "43" AnimationChooserValueForWalkRun = "0" AnimBankName = "SwordShield" AssetFilename = "data/models/weapons/sword_together_flaming" AudioActionBits = "256" AudioCollisionProfile = "1" AudioFilename = "fx_flamingswordshield" AudioItemName = "FlamingSwordShield" AudioUnloadDeferralTime = "1" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" DisplayName = "50743" DR2 = "true" Durability = "120" Fire = "true" Friction = "25" HandlingStyle = "0" InteractDistance = "1.4" InventoryInteractionType = "0" Is_Blocking = "true" Is_Blunt = "true" Is_Cliche = "true" Is_Humour = "true" IsWeapon = "true" MaxProjectileDamage = "50" PropAudioType = "1024" Restitution = "0.01" RestrictedByRegion = "false" WeaponType = "2" Weight = "5" cOverridePrimaryPropInfoItem fsword { PrimaryPropAssetName = "FlamingSword" }
cSecondaryPropInfoItem fshield { DR2 = "true" SecondaryPropAssetName = "FlamingShield" Support = "true" }
cComboCardItem FlamingSwordShield_card { AchievementCategory = "12" Attack1 = "2700" AttackIndexToDisableIfNoColouredComboCard = "4" Card_Label = "2834" CardIndexNumber = "28" ComboStationRotation_1 = "-0.5,-0.5,-0.5,0.5" ComboStationRotation_2 = "0,0,0,1" DR2 = "true" IconAsset = "comboc_infernalarms" PP_Multiplier = "3" Ticker_Description = "2534" Weapon_1 = "WoodSwordAndShield" Weapon_2 = "MotorOil" Weapon_Description = "2637" }
}
cPlayerWeaponItem FlamingShield { AnimationChooserValueForHand = "8" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "43" AnimationChooserValueForWalkRun = "0" AssetFilename = "data/models/weapons/shield_flaming" AttachPropToBoneType = "1" AudioActionBits = "256" AudioFilename = "fx_flamingswordshield" AudioItemName = "FlamingSwordShield" AudioUnloadDeferralTime = "1" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" DisplayName = "50743" DR2 = "true" Durability = "400" Fire = "true" Friction = "25" HandlingStyle = "0" InteractDistance = "0" InventoryInteractionType = "0" Is_Blocking = "true" Is_Blunt = "true" Is_Cliche = "true" IsWeapon = "true" PlayerInteractVisionAngle = "0" ProjectileFatalHitReaction = "34" ProjectileHitImpulse = "1" ProjectileHitReaction = "3" PropAudioType = "0" PropEffectsOnCondition0 = "31" PropEffectsOnCondition1 = "30" PropEffectsOnCondition2 = "2" PyroEffect0 = "284" PyroEffect1 = "187" PyroEffect2 = "326" Restitution = "0.01" RestrictedByRegion = "false" Support = "true" WeaponType = "2" Weight = "5" cPropHitZombieInfoItem fsh_hzombie1 { DR2 = "true" PropHitZombieEffect = "0" Support = "true" }
cPrestigePointInfoItem Fshield_pp { PrestigePointsAwarded0 = "1500" RewardCondition0 = "8" }
}
cPlayerWeaponItem FlamingSword { ActionButton0 = "PLAYERBUTTON_QUICKRELEASE" ActionButton1 = "PLAYERBUTTON_QUICKRELEASE" ActionButton2 = "PLAYERBUTTON_QUICKRELEASE" ActionButton3 = "PLAYERBUTTON_QUICKRELEASE" ActionButton4 = "PLAYERBUTTON_CHARGEATTACK_SHORT" ActionButton6 = "PLAYERBUTTON_QUICKRELEASE" ActionDesiredAnimState0 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState2 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState3 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState4 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState6 = "ANIMSTATE_BIKEATTACK" ActionRequiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState3 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState6 = "ANIMSTATE_BIKEATTACK" ActionTargetCrawlerOnly6 = "false" AlternateWeaponViewCam = "4" AnimationAttackChooserValue0 = "302" AnimationAttackChooserValue1 = "301" AnimationAttackChooserValue2 = "308" AnimationAttackChooserValue3 = "309" AnimationAttackChooserValue4 = "312" AnimationChooserValueForHand = "8" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "43" AnimationChooserValueForWalkRun = "0" AnimBankName = "SwordShield" AssetFilename = "data/models/weapons/sword_flaming" AttackAudioAssetName0 = "FlamingSwordShieldHitBody" AttackAudioAssetName1 = "FlamingSwordShieldHitBodyBig" AttackAudioAssetName2 = "FlamingSwordShieldHitBody" AttackAudioAssetName3 = "FlamingSwordShieldHitBodyBig" AttackAudioAssetName4 = "FlamingSwordShieldHitBodyBig" AttackAudioAssetName6 = "FlamingSwordShieldHitBody" AttackDamage0 = "20" AttackDamage1 = "20" AttackDamage2 = "20" AttackDamage3 = "20" AttackDamage4 = "30" AttackDamage6 = "20" AudioActionBits = "258" AudioFilename = "fx_flamingswordshield" AudioItemName = "FlamingSwordShield" AudioUnloadDeferralTime = "1" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" ComboBlendDuration0 = "0.075" ComboBlendDuration1 = "0.075" ComboBlendDuration2 = "0.05" ComboBlendDuration3 = "0.125" ComboBlendDuration4 = "0.125" ComboBlendXZToUse0 = "2" ComboBlendXZToUse1 = "2" ComboBlendXZToUse2 = "2" ComboBlendXZToUse3 = "2" ComboBlendXZToUse4 = "2" ComboBlendYToUse0 = "2" ComboBlendYToUse1 = "2" ComboBlendYToUse2 = "2" ComboBlendYToUse3 = "2" ComboBlendYToUse4 = "2" DisplayName = "50743" DR2 = "true" Durability = "400" FatalHitReaction0 = "HITREACTION_WEAPON_HEAVY" FatalHitReaction1 = "HITREACTION_WEAPON_HEAVY" FatalHitReaction2 = "HITREACTION_WEAPON_HEAVY" FatalHitReaction3 = "HITREACTION_WEAPON_HEAVY_SPIN" FatalHitReaction4 = "HITREACTION_WEAPON_HEAVY_SPIN" FatalHitReaction6 = "HITREACTION_FATAL_GROUP2" Fire = "true" Friction = "25" HandlingStyle = "0" HitReaction0 = "HITREACTION_WEAPON_MEDIUM" HitReaction1 = "HITREACTION_WEAPON_HEAVY" HitReaction2 = "HITREACTION_WEAPON_HEAVY" HitReaction3 = "HITREACTION_WEAPON_HEAVY_SPIN" HitReaction4 = "HITREACTION_WEAPON_HEAVY_SPIN" HitReaction6 = "HITREACTION_WEAPON_MEDIUM_ALL" IconFilename = "w_flamingswordandsheild" Impulse0 = "0.55" Impulse1 = "1.25" Impulse2 = "1.25" Impulse3 = "2" Impulse4 = "2.25" Impulse6 = "1" InteractDistance = "0" InventoryInteractionType = "0" Is_Blunt = "true" Is_Cliche = "true" Is_Humour = "true" IsWeapon = "true" MaxProjectileDamage = "25" PlayerInteractVisionAngle = "0" ProjectileFatalHitReaction = "34" ProjectileHitImpulse = "1" ProjectileHitReaction = "3" PropAudioType = "1024" PropEffectsOnCondition0 = "31" PropEffectsOnCondition1 = "30" PropEffectsOnCondition2 = "2" PyroEffect0 = "268" PyroEffect1 = "178" PyroEffect2 = "326" RequiredComboSeqCounter0 = "0" RequiredComboSeqCounter1 = "1" RequiredComboSeqCounter2 = "2" RequiredComboSeqCounter3 = "3" RequiredComboSeqCounter4 = "-1" RequiredComboSeqCounter6 = "9" ResetComboSeqCounter3 = "true" ResetComboSeqCounter4 = "true" Restitution = "0.01" RestrictedByRegion = "false" Support = "true" VibrationPattern0 = "5" VibrationPattern1 = "5" VibrationPattern2 = "5" VibrationPattern3 = "5" VibrationPattern4 = "5" WeaponType = "2" Weight = "5" cPropHitZombieInfoItem fsw_hzombie { DR2 = "true" PropHitZombieEffect = "0" Support = "true" }
cPrestigePointInfoItem Fsword_pp { PrestigePointsAwarded0 = "2250" PrestigePointsAwarded1 = "2250" RewardCondition0 = "8" RewardCondition1 = "2" }
cWeaponImpactPoseWarperInfoItem FlamingSwordAndShield_impactwarp { Bone0 = "10" Bone1 = "4" Rotation0 = "0.000,0.000,0.155,0.989" Rotation1 = "0.000,0.000,-0.080,0.997" SpeedToRecovery0 = "2.5" SpeedToRecovery1 = "0.5" Translation0 = "0,0,0" WarpTime0 = "0.2" WarpTime1 = "0.15" } Is_Sharp = "true" WeaponCanSliceLimbs = "true"
cLimbDestroyInfoItem weaponname_slice { Limb0 = "0" Limb1 = "1" Limb2 = "2" mFlags0 = "2050" mFlags1 = "2051" mFlags2 = "2051" ProbabilityOfExploding0 = ".7" ProbabilityOfExploding1 = ".65" ProbabilityOfExploding2 = ".65" }
} sorry already make adjustment but not tested yet have very important thing before do this this the new txt cPlayerWeaponItem FlamingSwordAndShield { AchievementCategory = "3" AnimationChooserValueForHand = "8" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "43" AnimationChooserValueForWalkRun = "0" AnimBankName = "SwordShield" AssetFilename = "data/models/weapons/sword_together_flaming" AudioActionBits = "256" AudioCollisionProfile = "1" AudioFilename = "fx_flamingswordshield" AudioItemName = "FlamingSwordShield" AudioUnloadDeferralTime = "1" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" DisplayName = "50743" DR2 = "true" Durability = "120" Fire = "true" Friction = "25" HandlingStyle = "0" InteractDistance = "1.4" InventoryInteractionType = "0" Is_Blocking = "true" Is_Blunt = "true" Is_Cliche = "true" Is_Humour = "true" IsWeapon = "true" MaxProjectileDamage = "50" PropAudioType = "1024" Restitution = "0.01" RestrictedByRegion = "false" WeaponType = "2" Weight = "5" cOverridePrimaryPropInfoItem fsword { PrimaryPropAssetName = "FlamingSword" }
cSecondaryPropInfoItem fshield { DR2 = "true" SecondaryPropAssetName = "FlamingShield" Support = "true" }
cComboCardItem FlamingSwordShield_card { AchievementCategory = "12" Attack1 = "2700" AttackIndexToDisableIfNoColouredComboCard = "4" Card_Label = "2834" CardIndexNumber = "28" ComboStationRotation_1 = "-0.5,-0.5,-0.5,0.5" ComboStationRotation_2 = "0,0,0,1" DR2 = "true" IconAsset = "comboc_infernalarms" PP_Multiplier = "3" Ticker_Description = "2534" Weapon_1 = "WoodSwordAndShield" Weapon_2 = "MotorOil" Weapon_Description = "2637" }
}
cPlayerWeaponItem FlamingShield { AnimationChooserValueForHand = "8" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "43" AnimationChooserValueForWalkRun = "0" AssetFilename = "data/models/weapons/shield_flaming" AttachPropToBoneType = "1" AudioActionBits = "256" AudioFilename = "fx_flamingswordshield" AudioItemName = "FlamingSwordShield" AudioUnloadDeferralTime = "1" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" DisplayName = "50743" DR2 = "true" Durability = "400" Fire = "true" Friction = "25" HandlingStyle = "0" InteractDistance = "0" InventoryInteractionType = "0" Is_Blocking = "true" Is_Blunt = "true" Is_Cliche = "true" IsWeapon = "true" PlayerInteractVisionAngle = "0" ProjectileFatalHitReaction = "34" ProjectileHitImpulse = "1" ProjectileHitReaction = "3" PropAudioType = "0" PropEffectsOnCondition0 = "31" PropEffectsOnCondition1 = "30" PropEffectsOnCondition2 = "2" PyroEffect0 = "284" PyroEffect1 = "187" PyroEffect2 = "326" Restitution = "0.01" RestrictedByRegion = "false" Support = "true" WeaponType = "2" Weight = "5" cPropHitZombieInfoItem fsh_hzombie1 { DR2 = "true" PropHitZombieEffect = "0" Support = "true" }
cPrestigePointInfoItem Fshield_pp { PrestigePointsAwarded0 = "1500" RewardCondition0 = "8" }
}
cPlayerWeaponItem FlamingSword { ActionButton0 = "PLAYERBUTTON_QUICKRELEASE" ActionButton1 = "PLAYERBUTTON_QUICKRELEASE" ActionButton2 = "PLAYERBUTTON_QUICKRELEASE" ActionButton3 = "PLAYERBUTTON_QUICKRELEASE" ActionButton4 = "PLAYERBUTTON_CHARGEATTACK_SHORT" ActionButton6 = "PLAYERBUTTON_QUICKRELEASE" ActionDesiredAnimState0 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState2 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState3 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState4 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState6 = "ANIMSTATE_BIKEATTACK" ActionRequiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState3 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState6 = "ANIMSTATE_BIKEATTACK" ActionTargetCrawlerOnly6 = "false" AlternateWeaponViewCam = "4" AnimationAttackChooserValue0 = "302" AnimationAttackChooserValue1 = "301" AnimationAttackChooserValue2 = "308" AnimationAttackChooserValue3 = "309" AnimationAttackChooserValue4 = "312" AnimationChooserValueForHand = "8" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "43" AnimationChooserValueForWalkRun = "0" AnimBankName = "SwordShield" AssetFilename = "data/models/weapons/sword_flaming" AttackAudioAssetName0 = "FlamingSwordShieldHitBody" AttackAudioAssetName1 = "FlamingSwordShieldHitBodyBig" AttackAudioAssetName2 = "FlamingSwordShieldHitBody" AttackAudioAssetName3 = "FlamingSwordShieldHitBodyBig" AttackAudioAssetName4 = "FlamingSwordShieldHitBodyBig" AttackAudioAssetName6 = "FlamingSwordShieldHitBody" AttackDamage0 = "20" AttackDamage1 = "20" AttackDamage2 = "20" AttackDamage3 = "20" AttackDamage4 = "30" AttackDamage6 = "20" AudioActionBits = "258" AudioFilename = "fx_flamingswordshield" AudioItemName = "FlamingSwordShield" AudioUnloadDeferralTime = "1" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" ComboBlendDuration0 = "0.075" ComboBlendDuration1 = "0.075" ComboBlendDuration2 = "0.05" ComboBlendDuration3 = "0.125" ComboBlendDuration4 = "0.125" ComboBlendXZToUse0 = "2" ComboBlendXZToUse1 = "2" ComboBlendXZToUse2 = "2" ComboBlendXZToUse3 = "2" ComboBlendXZToUse4 = "2" ComboBlendYToUse0 = "2" ComboBlendYToUse1 = "2" ComboBlendYToUse2 = "2" ComboBlendYToUse3 = "2" ComboBlendYToUse4 = "2" DisplayName = "50743" DR2 = "true" Durability = "400" FatalHitReaction0 = "HITREACTION_WEAPON_HEAVY" FatalHitReaction1 = "HITREACTION_WEAPON_HEAVY" FatalHitReaction2 = "HITREACTION_WEAPON_HEAVY" FatalHitReaction3 = "HITREACTION_WEAPON_HEAVY_SPIN" FatalHitReaction4 = "HITREACTION_WEAPON_HEAVY_SPIN" FatalHitReaction6 = "HITREACTION_FATAL_GROUP2" Fire = "true" Friction = "25" HandlingStyle = "0" HitReaction0 = "HITREACTION_WEAPON_MEDIUM" HitReaction1 = "HITREACTION_WEAPON_HEAVY" HitReaction2 = "HITREACTION_WEAPON_HEAVY" HitReaction3 = "HITREACTION_WEAPON_HEAVY_SPIN" HitReaction4 = "HITREACTION_WEAPON_HEAVY_SPIN" HitReaction6 = "HITREACTION_WEAPON_MEDIUM_ALL" IconFilename = "w_flamingswordandsheild" Impulse0 = "0.55" Impulse1 = "1.25" Impulse2 = "1.25" Impulse3 = "2" Impulse4 = "2.25" Impulse6 = "1" InteractDistance = "0" InventoryInteractionType = "0" Is_Sharp = "true" Is_Cliche = "true" Is_Humour = "true" IsWeapon = "true" MaxProjectileDamage = "25" PlayerInteractVisionAngle = "0" ProjectileFatalHitReaction = "34" ProjectileHitImpulse = "1" ProjectileHitReaction = "3" PropAudioType = "1024" PropEffectsOnCondition0 = "31" PropEffectsOnCondition1 = "30" PropEffectsOnCondition2 = "2" PyroEffect0 = "268" PyroEffect1 = "178" PyroEffect2 = "326" RequiredComboSeqCounter0 = "0" RequiredComboSeqCounter1 = "1" RequiredComboSeqCounter2 = "2" RequiredComboSeqCounter3 = "3" RequiredComboSeqCounter4 = "-1" RequiredComboSeqCounter6 = "9" ResetComboSeqCounter3 = "true" ResetComboSeqCounter4 = "true" Restitution = "0.01" RestrictedByRegion = "false" Support = "true" VibrationPattern0 = "5" VibrationPattern1 = "5" VibrationPattern2 = "5" VibrationPattern3 = "5" VibrationPattern4 = "5" WeaponType = "2" WeaponCanSliceLimbs = "true" Weight = "5" cPropHitZombieInfoItem fsw_hzombie { DR2 = "true" PropHitZombieEffect = "0" Support = "true" }
cPrestigePointInfoItem Fsword_pp { PrestigePointsAwarded0 = "2250" PrestigePointsAwarded1 = "2250" RewardCondition0 = "8" RewardCondition1 = "2" }
cLimbDestroyInfoItem FlamingSwordAndShield_slice { Limb0 = "0" Limb1 = "1" Limb2 = "2" mFlags0 = "2050" mFlags1 = "2051" mFlags2 = "2051" ProbabilityOfExploding0 = ".7" ProbabilityOfExploding1 = ".65" ProbabilityOfExploding2 = ".65" ProbabilityOfExploding3 = ".65" ProbabilityOfExploding4 = ".65" }
here is the image of the" incomplete " slice Hey don't know if you're around or not anymore.. but I've noticed that the previous code is just for exploding limbs and heads and whatnot.... I THINK this may help you.... you seem to have every thing right so far, but try adding this into your flamingsword (just the sword): EffectOnImpact0 = "280" EffectOnImpact1 = "280" EffectOnImpact2 = "280" EffectOnImpact3 = "280" EffectOnImpact4 = "280" EffectOnImpact6 = "280" EffectOnVictim0 = "280" EffectOnVictim1 = "280" EffectOnVictim2 = "280" EffectOnVictim3 = "280" EffectOnVictim4 = "280" EffectOnVictim6 = "280"
That should slice up some zombies... if it doesn't, then I think I'm fresh out of ideas. best of luck!
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tommah
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Post by tommah on Mar 11, 2011 15:41:58 GMT -5
no, just showing off that the megaman helmet is in the game files.... I've been looking and can't seem to find the rest of the outfit :-\
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tommah
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Post by tommah on Mar 11, 2011 15:39:19 GMT -5
it was black cause you just swapped the .big file... try swapping the .big AND .tex file and it should work perfectly
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tommah
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Post by tommah on Mar 9, 2011 16:12:08 GMT -5
**UPDATE**The Mechanic from Dead Rising: Case Zero Before I get everyone asking "did you import this from Dead Rising: Case Zero?!".... no I did not, this was already in the game I just put it on the player. Download link is on first post of this thread
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tommah
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Post by tommah on Mar 9, 2011 13:21:29 GMT -5
Hello again, I also have Windows 7 64-bit and I haven't had any problems with Gibbed.Tools... recently I've been hearing that people have been having those problems so I decided to upload the same Tools I used HERE... After they tried the ones I used it seems to work... don't know about your antivirus though, can't imagine it would be too hard to add exceptions.
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tommah
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Post by tommah on Mar 8, 2011 21:51:50 GMT -5
[infinitebox] ok, I keep seeing questions like "is there an invincibility mod" or "is there a trainer that will make you invincible?" in a very short word.... yes. And oddly enough it is probably one of the most simple mods you'll ever use and perfectly mix-able with every single other mod. but in order to get it you will need Gibbed.Tools in order to pack and unpack found HERE. And read THIS to learn how to use the Tools. Step 1: Unpack datafile.big Step 2: inside newly created datafile_big folder, open items.txt Step 3: copy and paste at top of the list of text: cThemeItem health { DecreaseDamageToPlayerPercent = "1" }
Step 4: Save items.txt, pack datafile_big with Gibbed.Tools and rename to datafile.big There you have it... For all the skeptics, this is the same "themeitem" capcom used in their DLC to give their outfits all the boosts... but the difference is that this doesn't clarify what outfit to give the boosts to, so it stays in effect. The "1" means 100%. I have personally tested it and was being chewed on by a zombie for around 5 min without losing a single box of health. ENJOY!!! search terms: infinite health unlimited heath.
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tommah
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Post by tommah on Mar 7, 2011 18:42:49 GMT -5
most of this already exists and is really basic item placement mods which are really easy to learn. Item Placement was where I started, so if you really want all this then I would suggest maybe doing most of these things yourself... I will help of course, but I think it would be a good learning experience.
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tommah
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Post by tommah on Mar 7, 2011 18:15:09 GMT -5
hit a speed bump with putting the new animations into the game. will take longer
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tommah
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Post by tommah on Mar 7, 2011 17:26:37 GMT -5
so for a while now I've been working on trying to get the Outfits DLC in the game for free for all versions of the game, retail/steam/skidrow.... its been pretty successful but I have run into a problem.
I've been able to get the outfits in the game but when trying to get the abilities (more specifically new animations) I can't seem to get it in there...
every time I try adding a section to sgraph, the game crashes... I've tried renaming things (in the outfits the game would literally reject the DLC outfits because "dlc" were in the names) still no work.
I'm creating this thread more for help and suggestions on what to try... I've run out of ideas so I'm asking for help.
throw them at me!
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tommah
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Post by tommah on Mar 7, 2011 15:19:00 GMT -5
just figured out how to give you "Pirates" the Free DLC... time consuming... but will release it when done.
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tommah
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Post by tommah on Mar 7, 2011 13:51:14 GMT -5
hello there and welcome to Dead Rising 2...
now to business.
The game runs off of files on your computer, you don't need your DVD. So you can get a retail copy and still use all the mods.
as for textures, right now you have to replace what is already in the game. Although that is just right now.... I'm actually starting to think it's possible to add clothing to the game, I'm currently working on that and will release a tutorial if I figure it out. So keep a lookout!
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